JTP - Jurnal Teknologi Pendidikan
Jurnal Teknologi Pendidikan (JTP) Diterbitkan sebagai upaya untuk mempublikasikan hasil-hasil penelitian dan temuan di bidang Teknologi Pendidikan. Jurnal ini terbit 3 kali setahun pada bulan April, Agustus dan Desember.
Memuat hal kajian, analisis, dan penelitian tentang perancangan, pengembangan, pengelolaan, pemanfaatan, evaluasi, dan penelitian dalam bidang pendidikan yang berkaitan dengan peningkatan kinerja dan memfasilitasi belajar di lembaga pendidikan formal, non-formal dan informal serta lembaga-lembaga pelatihan.
Articles
434 Documents
Development of a Game-Based Science Learning Model Oriented to Papuan Local Culture for Grade IV Elementary School Students
Sirjon;
Moch Sukardjo;
Etin Solihatin
JTP - Jurnal Teknologi Pendidikan Vol. 25 No. 3 (2023): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta
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DOI: 10.21009/jtp.v25i3.37370
The purpose of this study was to develop a game-based science learning model oriented towards local Papuan culture for fourth grade elementary school students that was appropriate and effective. This study uses a qualitative approach with the R & D (Research and Development) research method which collaborates 3 development models namely the first step of the Borg & Gall model, the Dick & Carey model, and the Lee & Owen model. Data analysis was carried out through formative evaluation and effectiveness testing with the t test. The results of the formative evaluation show that the average feasibility test for material experts, instructional design experts, and media experts is 3.93 with good conclusions, one-to-one evaluation with students obtains an average of 3.05 with good conclusions, the small group evaluation obtains average 3.43 with very good conclusions, and the field trial evaluation obtained an average value of 3.61 with very good conclusions, so it was concluded that the Papuan local culture-oriented game-based science learning model for fourth grade elementary school students was very good. Testing the effectiveness of developing a Papuan local culture-oriented game-based science learning model for grade IV elementary school students was tested through the t-test. The results show the value of Sig. (2-tailed) of 0.000 <0.05, then there is a significant difference between science learning outcomes on the pretest and posttest data, so it can be concluded that the Papuan local culture-oriented game-based science learning model is effective for improving learning outcomes for fourth grade elementary school students.
The Awareness of Junior High School Students in Malang Towards Online Learning: Post-Pandemic Effect
Citra Kurniawan;
Shirly Rizki Kusumaningrum;
Deka Dyah Utami;
Agus Sholeh;
Zuhkhriyan Zakaria
JTP - Jurnal Teknologi Pendidikan Vol. 26 No. 1 (2024): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta
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DOI: 10.21009/jtp.v26i1.37560
Online learning was one of the preferred learning strategies during the COVID-19 pandemic. Changes in learning orientation that was very fast with little coercion due to the limitations of face-to-face learning make educational institutions design appropriate learning strategies. Students as one learning component certainly try to adjust their activities in online learning. The process of adapting to online learning often causes failure in the learning process because of their unpreparedness for online learning. Finding a suitable role model in the process of adapting to online learning was a problem in this study. This study aims to design student models in online learning during the learning process. This study method uses a data visualization approach with data mining and involves as many as 350 students from various junior high schools in Malang. The results showed that there were differences in students' tendencies towards the choice of online learning platforms. In addition, skills in using technology are a determining factor in the formation of student profiles. Implementation of study results is one of the keys to the development of online learning in the future.
Strategy of Educational Institutions to Improve the Quality of Teachers in Digital Era
R. Andi Ahmad Gunadi;
Yasin Efendi;
Muh Hizbul Muflihin;
Isroani, Farida
JTP - Jurnal Teknologi Pendidikan Vol. 25 No. 1 (2023): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta
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DOI: 10.21009/jtp.v25i1.38308
The quality of the teacher's attitude is the skill and understanding possessed by someone related to teaching and character. This study aims to find out how the strategies and innovations of educational institutions form in improving the quality of education. This study uses qualitative research with a descriptive approach. The results of the research show that the strategy for educational institutions during a pandemic is for example the existence of a program made by the school principal. The purpose of implementing the program is to improve the quality of teachers both in normal and future times. The forms of these activities are seminars, microteaching and book review. The current digital era is a period when information is easily and quickly obtained and disseminated using digital technology. This activity has had a good impact on the quality of teachers in school institutions as evidenced by the increase in teacher quality both in personality, knowledge or socially for each teacher which also has an impact on the learning process provided by teachers during a pandemic. During a pandemic covid-19, there are several strategies and innovations carried out with the aim of improving the quality of human resources in the institution. Meanwhile, the purpose of this research is to find out the strategies and innovations that have been carried out to improve the quality of teachers during a pandemic covid-19. The implications of this research can be used as a reference for other institutions to improve the quality of teachers in any situation and condition, including during the current covid-19 pandemic in the 21st century digital era.
Game-Based Learning and Children’s Digital Literacy to Support Pervasive Learning: A Systematic Reviews
Fadhli, Muhibuddin;
Kuswandi, Dedi;
Utami, Prihma Sinta;
Sartika, Septi Budi;
Mohamad Hardyman bin Barawi
JTP - Jurnal Teknologi Pendidikan Vol. 25 No. 3 (2023): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta
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DOI: 10.21009/jtp.v25i3.38388
In this study, we investigate the impact of game-based learning on children's digital literacy in processing and acquiring information, focusing on the generation of digital natives who excel in responding to multimedia information. Utilizing data mining and the PRISMA Protocol, we conducted a systematic review based on the keywords 'Game-based learning on children’s digital literacy.' Data from the years 2017 to 2019, extracted from Sagepub and Emerald databases, reveal strong empirical support for the enhancement of children's digital literacy, particularly through game-based learning interventions, as evidenced by a significant effect size of 0.66. This translates to children becoming better at deciphering visual cues, understanding audio narratives, and critically evaluating the information presented in a variety of multimedia formats. Furthermore, game-based learning fosters critical thinking and problem-solving skills, keeping children engaged and motivated to learn in this dynamic digital landscape.
Ability to Solve Complex Social Problems of Prospective Teachers according to Gender and Computational Thinking
Budhi Santosa, Eka;
Sukmawati, Fatma
JTP - Jurnal Teknologi Pendidikan Vol. 25 No. 3 (2023): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta
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DOI: 10.21009/jtp.v25i3.38749
Entering the 21st century, computational thinking has become a basic skill that all students must have. This research aims to determine gender differences in learning outcomes to solve social problems, differences in students' levels of computational thinking by gender, and the influence of students' levels of computational thinking on learning outcomes in solving social problems. This research uses a descriptive verification method with a quantitative analysis approach. The number of research subjects was 256 students, who came from the Faculty of Teacher Training and Education, Sebelas Maret University. The quantitative data analysis used is based on the results of computational thinking ability tests using the Wilcoxon Test. Further analysis of this research uses K-Means for clustering, while analysis of the relationship between variables uses Spearman's rho. This research shows that there is an influence of gender on learning outcomes for solving social problems, there is no significant relationship between students' level of computational thinking and gender, and there is a significant influence of students' level of computational thinking on learning outcomes for solving social problems. The results of this research show that the two factors above play a large role in influencing student learning outcomes. This capability works in synergy with the computational level of thinking. With the right efforts, growing computational thinking skills can improve students' ability to solve various learning problems.
College Students Expectation Toward Tutor in Distance Education
Puspitasari, Susy;
Chandrawati, Titi;
Andriyani, Dewi
JTP - Jurnal Teknologi Pendidikan Vol. 25 No. 3 (2023): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta
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DOI: 10.21009/jtp.v25i3.38869
Teacher performance will affect students' endurance, motivation, and spirit during learning. Someone's competence to become a teacher/Tutor is no longer enough by only mastering teaching materials, especially for tutors whose role is more as a facilitator. The purpose of this research is to find out the expectations of college students toward tutors in distance education. This research is qualitative by using a survey method. The aspect measured used an instrument of the Likert scale and then analyzed by using descriptive statistics. Key findings highlight that students recognize the importance of tutors' skills and appreciate the benefits of guided tutorials. There is a notable expectation among students for tutors and the Universitas Terbuka (UT) units to collaborate effectively to enhance tutorial services, which are integral to the learning structure in distance education. The results indicate a positive correlation between the tutors' abilities and the provision of efficient and effective learning support. Students' understanding of tutors' skills, their perception of the benefits of guided tutorials, and their internal consistency in evaluating tutor performance during tutorials are collectively rated as 'good'. This reflects the tutors' successful efforts in assisting students to become independent learners who are self-motivated and actively engaged in the learning process. The study underscores the need for focused tutor training programs aimed at developing competencies that align with students' expectations and the demands of distance education.
E-Portfolio for Distance Learning in Elementary School
Suprayekti
JTP - Jurnal Teknologi Pendidikan Vol. 25 No. 3 (2023): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta
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DOI: 10.21009/jtp.v25i3.38870
Technology is being a part of education development. Every sector use a digital tool to assist their work. The purpose of this study was to determine the effectiveness of distance learning e-portfolios. This research uses mixed methods by combining qualitative and quantitative research methods to be used together in research activity to obtain more comprehensive, valid, reliable, and objective data. The data collected used by collecting and analyzing qualitative data built on quantitative preliminary results to analyze web-based e-portfolios on distance learning in elementary schools. The result of this study state that using e-portfolio assessment wisely to balance classroom assessment and facilitate content knowledge learning is an alternative for teachers. Using a web-based portfolio can minimize the space as a place to store tasks with more diverse formats. Storage can also be neater, making it easy to find and easier to assess by educators.
Designing a Media Literacy Training Curriculum Framework for Junior High School Teachers
Fadlillah, Ahmad Fajar;
Ali, Mohammad;
Hernawan, Asep Herry;
Riyana, Cepi
JTP - Jurnal Teknologi Pendidikan Vol. 25 No. 3 (2023): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta
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DOI: 10.21009/jtp.v25i3.38928
Being capable of media literacy is an important competence in the contemporary era characterized by widespread digitalization. Teachers play a vital role in integrating learning and imparting it in schools. However, due to the absence of media literacy training, their level of media literacy remains low. It necessitates a solution involving the creation of a training program by designing its curriculum beforehand. This study attempts to design a curriculum framework for media literacy training for teachers. The participants were junior high school teachers in West Java, with a total sample size of 381 teachers who used purposive sampling techniques. A design research method has been used to produce a prototype for research purposes. Research procedure refers to the three decisions that determine the design outcome, covering procedure design, problem analysis and solution design Data collected with questionnaires given to teachers and it has been analyzed using descriptive statistics with SPSS software 26. Results of this study provide a curriculum framework for media literacy training for junior high school teachers in West Java, including objectives, content, methods, and assessment. Its current training curriculum framework serves as a valuable reference point for enhancing the media literacy competence of teachers.
Development of Characterized Digital Comics for Junior High School Students in Social Studies Learning
Usmaedi;
Maftuh, Bunyamin;
Hamdan;
Nurbayani K, Siti;
Siswanto, Puji
JTP - Jurnal Teknologi Pendidikan Vol. 25 No. 3 (2023): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta
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DOI: 10.21009/jtp.v25i3.38946
This study is aimed at developing the material for social science study at Junior High School by using characterized digital comics. The study uses a research and development model popularized by Borg and Gall. The types of data used in this research are qualitative and quantitative data. Qualitative data was obtained based on criticism and suggestions for improvement from validators. Quantitative data was obtained based on the results of filling out a questionnaire in the form of objective product assessment scores. The instruments used for data collection were open and closed questionnaires. Based on the results of data analysis from media experts, a feasibility value was obtained from media experts 149 a maximum value of 152 so that a percentage of 98% was obtained, from material experts a feasibility value was obtained of 112 from a maximum value of 114 so that a percentage of 98% was obtained, and the results of scale group trials limited (10 students) obtained a score of 890 out of a total of 1000 so that a percentage of 89% was obtained. This shows that the digital comic with characters being developed is classified as "very valid" and can be implemented. In brief, the results of developing digital comics with characters are appropriate and can be recommended to be used in social science studies at junior high schools.
How to Improved MSMEs Competitiveness in Indonesia?: Augmented Reality for Digital Marketing Innovation
Situmorang, Robinson;
Kustandi, Cecep;
Khaerudin
JTP - Jurnal Teknologi Pendidikan Vol. 26 No. 1 (2024): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta
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DOI: 10.21009/jtp.v26i1.38972
This research aims to analyze the development of Augmented Reality (AR) as a digital marketing innovation in tourist villages in West Java. This research uses the Borg and Gall (2003) development model with quantitative and qualitative data analysis techniques. The research results show that this mobile-based AR is said to be feasible for use with an average feasibility test value of 78.7%. The implication of this research is tourist villages in promoting their tourism potential starting from tourist destinations to MSMEs. Apart from that, the presence of MSMEs can also encourage the potential of culinary tourism in tourist villages so that they can develop further following technological developments.